12-01-2014, 07:17 AM
Winklabom Wrote:It'd be nice to have clamps to prevent blood loss during surgery.I'll have to think about this a bit and consider how I'd like to implement it, if I do.
DyssalC Wrote:Could you make it so that Health Analyzers tell us how much blood per tick someone is losing?I've added that and a more specific readout on the total blood someone has to analyzers with reagent upgrades. Unupgraded/PDA health scanners have the same non-specific text as before, plus one for bleeding wounds.
DyssalC Wrote:Also, could you make the Health Analyzers tell us if a "Foreign Object" is inside the body?Sure.
DyssalC Wrote:(...) for some reason now scalpels not only cut somebodies chest open when you check for shrapnel, but it also attacks them.This was a bug, I have no idea why it was happening or how doing what I did fixed it, but it's fixed now.
DyssalC Wrote:Finally, broken bottles should have a high change to leave bits of broken glass in the target with each shank, functioning as shrapnel would, with a really high chance of leaving it behind on the shank that breaks the bottle.I'll come back to this suggestion later, maybe. I like it, but it's not something I wanna mess with for the moment.
DyssalC Wrote:Haven't been a mediborg recently, feel free to crucify me if this is already a thing, but mediborgs should come with a suture/sewing machine for closing wounds, and maybe an internal blood reservoir.They do come with a suture and a bloodbag, yes.
Excuse me while I set up the cross.
DyssalC Wrote:And the syndie shuttle needs to be updated to have these things so the syndies can either gear up with one or use it to deal with on board problem like somebody accidentally firing the RPG on the shuttle.Ah, I updated cog2 with the new stuff but totally forgot about the syndie shuttle, thanks!